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  #7  
Old June 13th, 2001, 07:42 PM

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Default Re: 5 Carriers versus 2 Starbases

It would be a really good idea to repair the glowing wreckage of warp point battle in one turn. For this a repair base would be very nice. Here is the design I plan to use - number of the component to include, name, size, damage, cost in minerals/ organics/ radioactives, then total size/ damage/ costs.

1 - Starbase hull when selected 2500/0/0
1 - Master Computer III 20/20 4000/1000/1000 same
1 - ECM III 10/10 400/0/0 same
1 - Scattering Armor III 50/150 500/0/100 same
6 - Stealth Armor III 30/100 700/0/200 - 180/600 4200/0/1200
8 - Phased Shield Generator V 40/40 800/0/0 - 320/320 6400/0/0
9 - Shield Regenerator IV (not V) 20/20 850/0/260 180/180 7650/0/2340
The same as the fighter base except no fighter bays and more cargo bays.
Total non repair 760/1280 25650/1000/4640
1 - Space Yard III 400/200 4000/0/500 same
8 - Repair Bay III 150/150 300/0/10 1200/1200 2400/0/80
7 - Cargo Bay III 20/20 200/0/0 140/140 1400/0/0
Total repair components 1740/1540 7800/0/580 repairs 8+64 and 1750 cargo
Grand total 42 components at 2500/2820 33450/1000/5220
Ratio nonrepair to repair 0.43/0.83 - 3.2/all/8.0
With a yard on, you can build more bases. The cargo bays are useful filler.
Shields are 3000 and regenerate 180 per combat turn.
IMPORTANT - against the AI, do NOT put a single weapon on this base (or the fighter base either). If you omit weapons, then the attacking fleet will break its teeth on the fighters and the ripper beam bases first until they have no weapons. Of course if you were playing a human, his first priority would probably be to blow your repair base to rubble.....
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